Commit Graph

3113 Commits

Author SHA1 Message Date
baldurk abca888524 Make sure to add WSI extensions needed for replay - app may not use WSI 2016-05-04 21:00:21 +02:00
baldurk 75b2f9e8a0 Make sure there's a log line at minimum whenever an API is initialised 2016-05-03 22:52:15 +02:00
baldurk 4f61d27821 Don't advance attribs pointer until after checking for profile bit 2016-05-03 00:34:01 +02:00
baldurk cda850ea51 Ensure frame counter has sane values even if Present() isn't called
* This means when someone has no swapchain and is doing off-screen
  rendering, the frame number won't just stick at 0, but it will at
  least be 1 for the first capture, 2 for the second, etc.
2016-05-02 00:51:00 +02:00
baldurk d98c29b1d5 [Coverity] Fix some duplicate defects that I didn't notice 2016-05-01 15:24:39 +02:00
baldurk faa385647d [Coverity] Fix some possible NULL-pointer dereferences 2016-05-01 14:40:02 +02:00
baldurk 40fef75750 [Coverity] Rejig converted argv/argc into vector<string> to free memory 2016-05-01 14:37:50 +02:00
baldurk bdee617d80 [Coverity] Fix some resource leaks 2016-05-01 14:37:28 +02:00
baldurk e2d2ff80e3 [Coverity] Fix mismatched size (bytes vs. wchars) 2016-05-01 14:27:51 +02:00
baldurk 2d3c79c86e [Coverity] Fix resource leaks in pdblocate 2016-05-01 14:27:13 +02:00
baldurk 855c7179b7 Only filter & print debug messages on read 2016-04-30 17:18:46 +02:00
baldurk 7ad5f66671 If debug mode is enabled on vulkan, try and create debug report callback 2016-04-30 17:18:46 +02:00
baldurk 73b97148ce Expand the vulkan env var callback to enable validation layers 2016-04-30 17:18:45 +02:00
baldurk 20625eeeba Add a LibraryHooks callback when capture options are changed 2016-04-30 17:18:45 +02:00
baldurk 9dfb8a0cb5 Print name when extension spec versions mismatch 2016-04-30 17:18:44 +02:00
baldurk 10ba54e1fd Allow setting environment variables with modifications added at runtime 2016-04-30 17:18:44 +02:00
baldurk 375747654d Replace LoadVulkanLibrary() with an extern const char *VulkanLibraryName 2016-04-30 17:18:43 +02:00
baldurk 0929923e9d Prevent float divide by zero error if average framerate isn't set 2016-04-29 22:33:44 +02:00
baldurk 6bd906ac2b Update installed registry key to latest version number after an update 2016-04-28 21:54:10 +02:00
baldurk 6884fc6c2f Demote a log to just debug 2016-04-28 20:42:33 +02:00
baldurk 3d69ece39a Display custom glObjectLabel for shaders, programs and pipeline 2016-04-27 23:18:56 +02:00
baldurk 05f1b2344c Compile fix for x64 2016-04-27 22:54:51 +02:00
baldurk 32114f947f When saving textures, update the filename if type changes and vice-versa 2016-04-27 22:51:59 +02:00
baldurk 31b892b2b7 Strip validation layers out on replay (even if the app used them) 2016-04-27 20:55:58 +02:00
baldurk b1570a32c0 Linux compile fix 2016-04-27 08:39:38 +02:00
baldurk 176a4f8ddf Filter out unsupported vulkan ICD extensions before they reach the user 2016-04-26 23:02:44 +02:00
baldurk c329fb0770 Update to vulkan header version 11 2016-04-26 23:02:44 +02:00
baldurk e9bd02dd74 Remove some fatal errors that don't really need to be fatal 2016-04-26 23:02:43 +02:00
Baldur Karlsson ecb22d5fdc Merge pull request #256 from michaelkvance/more-stats
Add additional sections of API covered in statistics.
2016-04-26 12:36:23 +02:00
Baldur Karlsson f08b237a27 Merge pull request #261 from neilogd/master
Fix for #259
2016-04-26 12:21:33 +02:00
Neil Richardson 2d4b8ebd6d OpenGL: m_CreatingContext is left as true, causing subsequent CreateContextAttribs to fail if one fails. 2016-04-26 20:10:32 +10:00
baldurk 766ab41663 Don't call GetByteSize() if format is unknown, just assume 1 byte 2016-04-26 08:37:52 +02:00
baldurk 09238f515f Make things less Fatal if GetByteSize() is called with unknown format 2016-04-26 08:37:40 +02:00
baldurk 8af9ee634c Handle VK_WHOLE_SIZE in vkFlushMappedMemoryRanges 2016-04-26 08:17:01 +02:00
baldurk cdd7ab2487 Compile fix for official release builds. Didn't show up in nightlies! v0.28 2016-04-25 23:40:31 +02:00
baldurk c6145ff2db Check both the return value and the value in VkPresentInfoKHR struct 2016-04-25 19:11:42 +02:00
Michael Vance 04936f08a9 Add additional sections of API covered in statistics.
Notes
======
- Added statistics recording for shader sets, blend state sets, depth/stencil state sets, rasterization state sets, and output merger/UAV sets.
- Some muddling of things like UAVs into the outputs set... additional "null" sets will be recorded and things, will clean that up in a future change.
- Added missing CS SRV set to the resources statistics.
- Added GetFrameStats() helper to simplify some prolog boilerplate.
- Hoist some of the histogram code out into a helper method, also hoist out the API summary to try to clean that messiness up.
- Change how the API call numbers are calculated--it's now just the API calls as distinct from draw/dispatches. Additionally the ratio is gainst the "pure" API call number, not with draws/dispatches included.

TODO
======
- Figure out where the missing ~4k API calls are in my game captures vs the numbers I'm seeing.
2016-04-25 13:08:17 -04:00
baldurk a316712da8 Check pointer before indirecting 2016-04-24 21:51:44 +02:00
baldurk f6c1f2a170 Enable MSAA in the depth view as it's supported well now 2016-04-24 21:26:07 +02:00
baldurk fc4537857a Add callback hooks for dispatches, allows timing dispatch calls 2016-04-24 20:01:48 +02:00
baldurk 91b05e41e3 Make sure to do drawcall callback for indirect draws 2016-04-24 20:01:47 +02:00
baldurk 90e96e2fd6 Slight increase in tolerance on overdraw ramp decoding 2016-04-24 20:01:47 +02:00
baldurk d671a9c2cc Protect against un-recorded command buffers being executed 2016-04-24 20:01:46 +02:00
baldurk 4c609ab714 Don't accept GLSL as shaders
* This isn't how they're passed even in the horrible NV extension that
  I won't be supporting
2016-04-24 20:01:45 +02:00
baldurk 868ec1da5c Detect newer fixed AMD drivers and disable workaround
* Soon we can disable it entirely but I'd be worried about disabling it
  and just crashing horribly for people who haven't updated drivers.
2016-04-24 18:53:07 +02:00
baldurk 896a45f362 Just clear multisample images - we don't have valid serialised data yet 2016-04-24 18:53:06 +02:00
baldurk efb0f1b061 Don't treat almost or totally empty frames as unsuccessful. 2016-04-23 15:29:21 +02:00
baldurk 00dd0df24c Don't crash if BuildShader shader fails to create 2016-04-23 13:35:41 +02:00
baldurk 5867d7ada1 Pass through resource view element size in D3D11 pipeline state
* This lets us calculate the offset and visible length when opening a
  buffer view from a resource binding.
2016-04-23 13:03:41 +02:00
baldurk e89fab7802 Remove assert that's not valid (doesn't really matter anyway). 2016-04-23 13:00:47 +02:00